Re: [-empyre-] www.ggg.cc - games/gender/girls
>During the early 1990's English theorist Sadie Plant had also coined
>the term 'cyberfeminism'. By pure serendipity, both VNS Matrix and
>Plant were thinking about the body in cyberspace, and the potential
>for virtual identities to create a rupture in gender identity...was
>it possible to leave your gender behind in cyberspace...and what is
>the potential for other sorts of identities to emerge. For VNS Matrix
>and Plant, these ideas were liberating, and enabled a positive and
>critical engagement with cybertheory of the time. Other key figures
>around this time included Allucquere Rosanne/Sandy Stone and Linda
>Dement, who were very much challenging ideas of online identity and
>flesh in cyberspace.
fascinating to draw a trajectory from 70's cunt art to 90's Cybercunt art.
>From my knowledge of feminist writers like Sadie Plant et al I always assumed they were appropriating the masculine fantasy - jumping into what men have been accused of doing since the early days of the technological revolution - that is sexualising technology and cyberspace - and using it as a site to act out gender and identity fantasies.
I remember well the teledildonic phrase, and I also recall a Swedish ?male writer /artist (whose name escapes me) who designed a immersive latex body suit to enhance cybersex. Joseph N spoke about the erotics of Virtual Reality last month which elicited a response about the inability to leave the body behind.
How is your work and other cyberfeminist work different from mens or women non-cyberfemmisist work produced in the mid 1990's - perhaps they all reflect the ethos of the era.
>These first manifestations of cyberfeminism were imbued with a sense
>of idealism, with an attitude that 'cyberspace' was a new kind of
>frontier. I am interested in the next month to look at some questions
>concerning the trajectory of cyberfeminism, and indeed the sense of
>play within technoculture. To what extent has new media art practice
>overcome the fascination with technology and embarked on an
>engagement with issues of identity, sexuality and political change?
>What sort of spaces has cyberfeminism created for women to engage
>with technology, or has cyberfeminism been irrelevent in this? One of
>the VNS Matrix projects was to investigate the potential of
>developing games for girls. The prototype of the game project BAD
>CODE was an attempt at this, but unfortunately has never made it on
>to the shelves of gaming stores. Is there a market for girl gaming
>and who are the developers?
>I hope that these questions spark some interest and I look forward to
>comments from the list and from Mary Flanagan a bit later in the
Join 18 million Eudora users by signing up for a free Eudora Web-Mail account at http://www.eudoramail.com
This archive was generated by a fusion of
Pipermail 0.09 (Mailman edition) and